#define NOMINMAX #include #include "Include\DanBiasGame.h" #include "DllInterfaces/GFXAPI.h" #include "GameClientState/GameClientState.h" #include "GameClientState\GameState.h" #include "GameClientState\LobbyState.h" #include "GameClientState\LobbyAdminState.h" #include "GameClientState\MainState.h" #include "GameClientState\LanMenuState.h" #include "GameClientState\NetLoadState.h" #include "Utilities.h" #include #include "NetworkClient.h" //#include #include "../WindowManager/WindowShell.h" #include "WinTimer.h" #include "EventHandler/EventHandler.h" #include "GameClientState/SharedStateContent.h" #include "Utilities.h" using namespace ::Oyster; using namespace ::Oyster::Event; using namespace ::Oyster::Network; using namespace ::Utility::DynamicMemory; using namespace ::DanBias::Client; using namespace ::Utility::DynamicMemory; LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam ); void ClientEventFunction( NetEvent e ); #pragma region Game Data namespace DanBias { class DanBiasGamePrivateData { public: WindowShell* window; Utility::WinTimer timer; UniquePointer state; NetworkClient networkClient; SharedStateContent sharedStateContent; bool serverOwner; float capFrame; DanBiasGamePrivateData() { this->sharedStateContent.network = nullptr; this->sharedStateContent.mouseDevice = nullptr; this->sharedStateContent.keyboardDevice = nullptr; this->sharedStateContent.mouseSensitivity = Utility::Value::Radian( 0.6f ); this->serverOwner = false; this->capFrame = 0; } ~DanBiasGamePrivateData() { } } data; } #pragma endregion namespace DanBias { //-------------------------------------------------------------------------------------- // Interface API functions //-------------------------------------------------------------------------------------- DanBiasClientReturn DanBiasGame::Initiate( DanBiasGameDesc& desc ) { WindowShell::CreateConsoleWindow(); //if(! data.window->CreateWin(WindowShell::WINDOW_INIT_DESC(L"Window", cPOINT(1600, 900), cPOINT()))) WindowShell::WINDOW_INIT_DESC winDesc; winDesc.windowSize.x = 1280; winDesc.windowSize.y = 720; winDesc.windowProcCallback = WindowCallBack; if(! data.window->CreateWin(winDesc) ) return DanBiasClientReturn_Error; if( FAILED( InitInput(data.window->GetHWND()) ) ) return DanBiasClientReturn_Error; if( FAILED( InitDirect3D() ) ) return DanBiasClientReturn_Error; data.serverOwner = false; data.networkClient.SetMessagePump( ClientEventFunction ); data.sharedStateContent.network = &data.networkClient; // Start in main menu state data.state = new Client::MainState(); if( !data.state->Init( data.sharedStateContent ) ) return DanBiasClientReturn_Error; data.timer.reset(); return DanBiasClientReturn_Success; } DanBiasClientReturn DanBiasGame::Run() { // Main message loop while(data.window->Frame()) { float dt = (float)data.timer.getElapsedSeconds(); data.timer.reset(); data.capFrame += dt; if(data.capFrame > 0.03f) { switch( Update(data.capFrame) ) { case Result_continue: break; case Result_quit: return DanBiasClientReturn_Success; case Result_error: return DanBiasClientReturn_Error; default: break; } Graphics::API::Update( data.capFrame ); if(Render() != S_OK) return DanBiasClientReturn_Error; data.capFrame -= 0.03f; } if(data.networkClient.IsConnected()) data.networkClient.Update(); } return DanBiasClientReturn_Success; } void DanBiasGame::Release() { CleanUp(); } //-------------------------------------------------------------------------------------- // Create Direct3D with Oyster Graphics //-------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitDirect3D() { Oyster::Graphics::API::Option p; p.modelPath = L"..\\Content\\Models\\"; p.texturePath = L"..\\Content\\Textures\\"; p.Resolution = Oyster::Math::Float2( 1280.0f, 720.0f ); //! @todo fix proper amb value p.AmbientValue = 1.3f; if(Oyster::Graphics::API::Init(data.window->GetHWND(), false, false, p) != Oyster::Graphics::API::Sucsess) return E_FAIL; return S_OK; } //-------------------------------------------------------------------------------------- // Init the input //------------------------------------------------------------------------------------- HRESULT DanBiasGame::InitInput( HWND handle ) { data.sharedStateContent.mouseDevice = dynamic_cast( ::Input::InputManager::Instance()->CreateDevice(Input::Enum::SAIType_Mouse, handle) ); if( !data.sharedStateContent.mouseDevice ) { MessageBox( 0, L"Could not initialize the mouseDevice.", L"Error", MB_OK ); return E_FAIL; } data.sharedStateContent.keyboardDevice= dynamic_cast( ::Input::InputManager::Instance()->CreateDevice(Input::Enum::SAIType_Keyboard, handle) ); if( !data.sharedStateContent.keyboardDevice ) { MessageBox( 0, L"Could not initialize the raw keyboard device.", L"Error", MB_OK ); return E_FAIL; } return S_OK; } DanBiasGame::Result DanBiasGame::Update(float deltaTime) { /*if( data.serverOwner ) { DanBias::GameServerAPI::ServerUpdate(); } */ DanBias::Client::GameClientState::ClientState state = DanBias::Client::GameClientState::ClientState_Same; state = data.state->Update( deltaTime ); if( state != Client::GameClientState::ClientState_Same ) { bool stateChanged = false; switch (state) { case Client::GameClientState::ClientState_Main: data.networkClient.Disconnect(); data.state->Release(); data.state = new Client::MainState(); stateChanged = true; break; case Client::GameClientState::ClientState_Lan: data.state->Release(); data.state = new Client::LanMenuState(); stateChanged = true; break; case Client::GameClientState::ClientState_Lobby: data.state->Release(); data.state = new Client::LobbyState(); stateChanged = true; break; case Client::GameClientState::ClientState_LobbyCreate: data.state->Release(); data.state = new Client::LobbyAdminState(); stateChanged = true; break; case Client::GameClientState::ClientState_Game: data.state->Release(); data.state = new Client::GameState(); stateChanged = true; break; case Client::GameClientState::ClientState_NetLoad: data.state->Release(); data.state = new Client::NetLoadState(); stateChanged = true; break; case Client::GameClientState::ClientState_Quit: data.state->Release(); return Result_quit; default: data.state->Release(); return Result_error; } if( stateChanged ) { data.state->Init( data.sharedStateContent ); // send game client } } return Result_continue; } HRESULT DanBiasGame::Render( ) { data.state->Render(); return S_OK; } HRESULT DanBiasGame::CleanUp() { if( data.networkClient.IsConnected() ) data.networkClient.Disconnect(); data.state = nullptr; Input::InputManager::DestroyInputManager(); EventHandler::Instance().Clean(); Graphics::API::Clean(); //GameServerAPI::ServerStop(); return S_OK; } } //End namespace DanBias LRESULT CALLBACK WindowCallBack(HWND handle, UINT message, WPARAM wParam, LPARAM lParam ) { switch ( message ) { case WM_DESTROY: PostQuitMessage( 0 ); break; case WM_INPUT: message = 0; break; default: break; } return DefWindowProc( handle, message, wParam, lParam ); } void ClientEventFunction( NetEvent e ) { if( DanBias::data.state ) DanBias::data.state->DataRecieved( e ); }